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Everything posted by IsharaMeradin
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try playing with fShadowBiasScale= What I know about it is that adjusting it upwards removes the outdoor shadow striping and adjusts any outdoor on character shadows cast by the actor. The drawback with increasing it upwards is that the higher the value the greater the distance between shadow and grounded portion of the actor. And it may also have an effect on other shadow types. It would certainly have to if it can remove the outdoor shadow striping.
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Why do the Stormcloaks attack Whiterun?
IsharaMeradin replied to Stemro's topic in Skyrim's Skyrim LE
Well the Imperials don't try to take Whiterun because they get Balgruff to come around to their way of thinking. Mainly after a certain quest for the player to go see Ulfric who basically says if they aren't for him then they are against him. While the Imperials realize that if they aren't with Ulfric then at least they aren't against them. Now I wish the battle could go either way depending upon how it fared, but if you follow Imperials no matter if you fail any part of the "protect quest" the Imperials will win. Same is true of the Stormcloaks if you follow them, their battles will always be won. -
shadow face fire and light in dress
IsharaMeradin replied to chevalierx's topic in Skyrim's Skyrim LE
enlighten me how to fix the INDOOR shadow striping via prefs.ini please. I can get rid of outdoor shadow striping but haven't found anything useful for indoors yet -
I can't help on the actual making... I've not yet been able to figure out blender. every tutorial I've found or been pointed to on the subject gets up to the point of actually editing or making the mesh and then says to go look at other tutorials.
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To the OP. Doesn't the cross hair when in stealth indicate whether or not you are hidden, they are looking for you, & you've been found? I like to play stealthy too and that's been sufficient for me. Just pay attention to the "eye" and when it is partially open, don't move or move back around a corner and wait.
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To me it sounds like an old script reference that's left in your save game. The associated esp is long gone, even the script itself could be long gone or modified/replaced, but whatever object was running the script is still present and thinks it needs to fill that now non-existant property with something. have you tried a completely brand new game with or without mods to see if this error happens?
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One possibility is that you need to make the race mod a parent esp first before having anything else can utilize that custom race. However, I've played custom races and haven't had any issues with stock or custom armor from being used. Care to enlighten as to which armor & which race? At any rate its part of a larger tutorial but this section will explain what you need to do to make that race mod a parent, if you choose to go that route.
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You need separate meshes for each. The _0 fits the 0 weight body and the _1 fits the 100 weight body. You use the _1 in the editor form and it will automatically use the _0 as needed to make the in between sizes. So until you make the _1 any npc with weight greater than 0 will clip with the armor.
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first, are you doing both the _0 and _1 versions of the armor? second, have you ensured you assigned the _1 version to the ArmorAddon form? Check those out if you haven't. Those two situations would cause only one size to show up and "bulging" as you describe it would be evident if it were the smaller size As far as the specific question of removing hidden body parts, I've no clue on that.
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have you tried verifying your CK with Steam?
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Trouble adding custom npc to custom home
IsharaMeradin replied to hangarspace's topic in Skyrim's Skyrim LE
This should help you. Its part of a larger tutorial but it covers exactly what you need to do. Using an ESP as a parent plugin I would suggest picking the home as the parent since it needs be in place for the actor to be placed in. but really either way would work. -
Perhaps, but its still under testing and I need to make sure the mod uninstalls without leaving too much annoying crap in the save. i.e. I need to find a way to fully stop the update and unregister for it before the player removes the mod.
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I think the 'odd' might be that my script was on a container whose interface object is able to be carried by the player. Since the interface object inherits the script (it was applied to the container but the object has it too in the CK), it might be that when the update register was written directly in the event's if statement it thought it was being applied to the object inside the player inventory and thus failing? All I know is that it works... once a minute if carried crafting supplies are present they get auto-stored.
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Those log entries are normal and happen even in the unmodified stock game. Nothing there to indicate a reason for a CTD. If it were me, I'd simply uninstall all the mods, delete all directories not SKSE or Wyre Bash related, restore from my stock game backup and then have Steam verify the files. But I prefer that over testing each mod to see which one or which combination causes a CTD. I've never been dead set tied to a character or particular set of saves.... Good luck in your troubleshooting.
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LE Blender: Need Help
IsharaMeradin replied to IsharaMeradin's topic in Skyrim's Creation Kit and Modders
No I've not seen that. With Skyrim really being my first TES & Bethesda game I'm not that familiar with what older game methods can work with Skryim. I will take a look at that. -
And events count as functions for this purpose. All I know is my updates never worked till I pulled them out into their own function. Once I did that. My stuff worked.
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Tutorials WITHOUT "youtoob"
IsharaMeradin replied to Allannaa's topic in Skyrim's Creation Kit and Modders
One, that's video and I don't like video tutorials. Two, I'm forced to use Blender as I'm not going to buy a program to do something I might dabble at. -
Tutorials WITHOUT "youtoob"
IsharaMeradin replied to Allannaa's topic in Skyrim's Creation Kit and Modders
I want to see a tutorial on how to use Blender specifically for Skyrim. Most tutorials take you thru the importing and exporting but don't actually walk you thru an example of editing. They only say that there are "plenty of generic blender tutorials" out there. The few that link to a 'highly recommended' tutorial, link to a tutorial that has been updated and no longer describes the version of Blender that is supposed to be used. I just want someone to take me thru getting the mesh properly into Blender, do some basic safe edits to it, as an example take an armor from UNP and put it onto CBBE. then export it out. I seem to have a 50/50 shot as is with the current tutorials as to whether or not I can even get a nif to import into Blender. -
LE Gather Materials and Build a house with them.
IsharaMeradin replied to heist5's topic in Skyrim's Mod Ideas
Hearthfire isn't out yet for PC. How do you expect to play it? -
Situation: I've got some pre-existing mod items that I'd like to tweak a little bit for personal use. Adjust the shape slightly that sort of thing. Problem: All the tutorials I have found tell me how to get the stuff into Blender. But they don't go on to explain how to actually use Blender. The one tutorial that did link to another Blender specific tutorial was written some time ago and Blender has been updated a few times and so has that linked tutorial. It no longer talks about the antiquated version which is required to be used to deal with Skyrim meshes. While the initial tutorial did list certain safe things that could be done to not damage the use of the existing texture file, it didn't explain where or how to use such tools. Request: Can someone please write with pictures a tutorial that explains how to do the texture safe mesh changes in Blender? Or link to an existing tutorial with pictures that explains it? I don't need to know how to do everything, I just want to know how to adjust a mesh so that it can layer and not clip with something else while not destroying the ability to use the existing texture file. I may want to learn more later, but for now just simple adjustments is a good starting point. This is the one that I used to get everything into Blender: http://wiki.tesnexus.com/index.php/Converting_an_armour_to_another_body_for_Skyrim On that page is the Blender 3d: noob to pro link but once gone to it says that they keep it up to date as much as possible and that there has been a major revamp since the version that I'm trying to use for Skyrim. I started reading thru it anyway but quickly became lost.
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I never played Call Of Duty. The reference meant nothing to me. I explained what I knew was possible in the current game. You don't need to yell or be rude about it.
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If their health remains low (i.e. doesn't rise up past the point of standing back up ) then they'll remain on one knee. If given a direction to go, they will crawl on one knee. This can be seen sometimes when Lydia or other followers bug out and get stuck in the kneeling position. I had Lydia crawl behind me thru half a dungeon like this. How to actually replicate that, I have no clue. But given what I've seen, it could be possible.
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I know its possible to do that. don't ask me how tho LOL I had copied the skyrim/data/meshes/clutter/containers/satchel.nif to use for a custom container that the player could carry. Without any modification it just stayed right there in mid air when dropped. Don't remember if I could move it or not, but that might at least give you a place to start and do testing. Not much help really but here's the thread where I asked and was told how to get the item to drop and settle. I guess maybe doing the opposite might get what you want. My link you can make anything have the ability to be transparent by giving it the NiAlphaProperty node in NifSkope and then edit the texture to have transparent bits to it. but if you want it to change to a semi-transparent state mid-game, you might have to do some jury-rigging with item swapping. as far as the collision I'm not sure, probably possible
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manually is fine. I prefer to use NMM but only after I've looked at the mod contents to see how it is set up and if I need to rebuild it so that NMM will install it properly. I like NMM's ability to restore overwritten files when multiple mods replace the same stock file. But yes, install order is very important for replacer mods & load order is very important for plugins
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double check your mods to make sure they are all up to date and that if older nobody has reported having problems since a particular patch or DLC read up on your unsorted mods and make sure they get properly placed in the load order. Just because BOSS doesn't know where to put them doesn't mean that they can stay at the bottom like that. If all that fails to help, try doing some simple computer maintenance. defrag your drives, shut down any programs or processes that you know beyond doubt don't need to run when you are playing. If you continue to have problems, deactivate and uninstall all mods. See if you can play unmodded with a clean data folder without any crashing. If that fails. Try STEP as Exurim pointed out. I personally don't follow their choice of mods but they do have good instructions on getting to a clean slate without actually doing a total reinstall. Just be sure to READ first before doing, I followed directions while reading once and deleted all but what they said not to and then on another page they stated to not delete certain files if Wrye Bash was installed. Oops I screwed that one up :P I wouldn't extract your BSA files to the game directory. You can do so as a resource in a workspace directory if you are making mods, however. If your game is installed in the Program Files directory already, I highly suggest you move it. There are known issues with lots of games when modded when they are in the Program Files directory.